to put it all in one place and make it easier to edit im putting the rules posts in three posts it goes rules heroes and units have fun
alliance abilities thanks to canas and lizardwizard for problem shooting and many ideas
Masters of Order:
SLANN WIZARDS in a
SERAPHON army can attempt to unbind enemy spells and dispel endless spells that are cast
anywhere on the battlefield, rather than being limited by the usual 30" range.
Contemplations of the Ancient One:
1 friendly
SLANN WIZARD can swap their Seraphon Lore spell with another.
Lords of Space and Time:
Once per turn, in your hero phase, you can pick one of your
SERAPHON units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battle field and set up again anywhere more than 9" from any enemy unit (This counts as the unit's movement for the next movement phase).
Celestial Conjuration
- any general can summon units inside of 12" if they have the points needed .
- points are generated thru the following methods geomantic lay lines when ever a serephon wizard is within 6" of a objective he generates 1 summon point slann generate 3 Meeting of minds when a wizard is within 8" of another hero they generate 1 summon point for each hero within range slann generate
- you can spend the same amount as a min unit to raise a egsisting unit to the next unit cap so a unit of 10 would become a unit of 20 but if the unit has already lost models it only icreses it to the next cap so 3 to 10 not 13.
summoning table
Seraphon unit --- Cost
1 Dread Saurian - 40 points
1 Bastiladon --- 24
1 Saurus Old-Blood on Carnosaur --- 24
1 Saurus Scar-Veteran on Carnosaur --- 24
1 Stegadon --- 18
1 Engine of the Gods --- 18
3 Kroxigor --- 18
1 Saurus Astrolith Banner --- 18
30 Saurus Warriors --- 18
1 Skink Starseer --- 18
1 Troglodon --- 18
30 Skinks --- 18
3 Razordon --- 18
3 Salamander --- 18
5 Chameleon Skinks --- 12
3 Ripperdactyls --- 12
1 Saurus Eternity Warden --- 12
5 Saurus Guard --- 12
5 Saurus Knights --- 12
1 Saurus Oldblood --- 12
1 Saurus Scar-Veteran on Cold One --- 12
1 Saurus Sunblood --- 12
20 Saurus Warriors --- 12
1 Skink Priest --- 12
1 Skink Starpriest --- 12
3 Terradon Riders --- 12
20 Skinks --- 12
2 Razordons --- 12
2 Salamanders --- 12
10 Saurus Warriors --- 6
10 Skinks --- 6
1 Razordon --- 6
1 Salamander --- 6
Made of star stuff
reduse all rend by 1 for units targeting serephon units in this army
mount traits with thanks to lizard for ideas and canas for problem shooting
General traits
Jungle hunter treat all terrain as if the behemoth had flight
Made of Sunlight heal d3 in your hero phase
Blood on the wind +2 to charge roles
Carnasaur traits
Dread terror you blood roar comes into effect even if the unit is immune to battle shock tests
Clever girl you only need one hit with your claws to gain +2 to bit hits with bights
Savage furry attacks made by the mount on a hit roll of 6 gain rend -3
Bastiladon traits
tuff beyond reason your mortal wound protection becomes 3+
Tranquil if the bastiladon doesn't move in the movement phase gain +1 to hit rolls
Sharp hide attacks that hit a bastiladon but fail the wound roll deal mortals to the attacking unit
stegadon Traits
Bred for war pick a melee weapon add 1 to the damage
Calming presence +2 bravery to all friendly units within 8"
Hardened frill: reroll failed save rolls in the shooting phase
Trogladon traits
Flashing sail: the troglodons sail catches the light, distracting casters. Enemy casters have -1 on casting attempts
chosen of the stars +1 to casting and unbinding
costic blood every time you take a wound roll a die on a 3+ deal a mortal wound to a unit within 3"
Engeon of the gods traits
Wait wait i got this add or subtract 1 from cosmic engine rolls
Hardened frill: reroll failed save rolls in the shooting phase
Bred for war pick a melee weapon add 1 to the damage
Command Traits
Slann Command Trait
- Arcane Might: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most "generic" of the three.
- Vast Intellect: The general can use the from the heavens and Summon Starlight spells from the Skink Starseer and Skink Starpriest warscrolls.
- Great Rememberer: as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once.
Saurus Command Trait
- Disciplined Fury: Re-roll wound rolls of 1 for attacks made by serephon units within 12"
- Thickly Scaled Hide: increase rend resistance by one for him and seraphon units within 3"
- Mighty War Leader: If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 4+ you receive an extra command point.
Skink Command Trait
- Master of Star Rituals: priests can re-roll prayers wizards can use one
- Nimble: Add +1 to the general's Move characteristic. Add +1 to its save
- finder of ways: no summoning or teleport debuff you only get one but no down side!
Seraphon Spell Lore thanks to canas for ideas
CV5, 1 visible friendly unit wholly within 18" heals d3 wounds, and can bring back models
CV6, 1 visible friendly unit wholly within 18" can re-roll wound rolls of 1 until your next hero phase.
CV6, 1 visible friendly unit wholly within 18" can fly until your next hero phase.
CV7, pick 1 visible enemy unit within 24". Roll 8 dice, for each 5+ they take 1 mortal wound. if they take 4 or more wounds this way half there movement until your next hero phase
CV8, pick 1 visible enemy
Hero with an artifact of power within 12". They take D3 mortal wounds and on casting roll of 10 their artefact no longer has any effect.
CV8, pick 1 visible enemy unit within 24". Roll a dice for every model in the unit, for each 5+ they take 1 mortal wound.
prayers Every
PRIEST with the
SEREPHON key word in a
SEREPHON army gains an additional prayer which can be used in addition to their other abilities in the hero phase and comes into effect on a 4+ with thanks to lizard wizard and canas for trouble shooting
Marshal Prowes: re-roll charge rolls
Memory of Legion: pick a unit that has a base unit size of 5 or more within 8" add d3 models to that unit.
Comets Tail : target within 18" suffers -1 to save rolls
Dragon Terror: target within 12" must move 5" away from the priest
Flurry of Blows: add 1 to a units weapon profile within 8
Chains of Time: target within 18" halves all charge rolls